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Interactive art

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259: 43: 31: 132: 314: 199:, in the fifth century B.C. when Zeuxis tried to unveil the painted curtain. The work takes its meaning from Zeuxis' gesture and wouldn't exist without it. Zeuxis, by its gesture, became part of Parrhasius' work. This shows that the specificity of interactive art resides often less in the use of computers than in the quality of proposed "situations" and the "Other's" involvement in the process of 155:
both the audience and the machine work together in dialogue in order to produce a unique artwork for each audience to observe. However, not all observers visualize the same picture. Because it is interactive art, each observer makes their own interpretation of the artwork and it may be completely different from another observer's views.
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The present idea of interactive art began to flourish more in the 1960s for partly political reasons. At the time, many people found it inappropriate for artists to carry the only creative power within their works. Those artists who held this view wanted to give the audience their own part of this
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Interactive art installations are generally computer-based and frequently rely on sensors, which gauge things such as temperature, motion, proximity, and other meteorological phenomena that the maker has programmed in order to elicit responses based on participant action. In interactive artworks,
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didn't make its official entry into the world of art until the late 1990s. Since this debut, countless museums and venues have been increasingly accommodating digital and interactive art into their productions. This budding genre of art is continuing to grow and evolve in a somewhat rapid manner
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for visitors. In 2004, the Victoria & Albert Museum commissioned curator and author Lucy Bullivant to write Responsive Environments (2006), the first such publication of its kind. Interactive designers are frequently commissioned for museum displays; a number specialize in wearable computing.
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Interactive art became a large phenomenon due to the advent of computer-based interactivity in the 1990s. Along with this came a new kind of art-experience. Audience and machine were now able to more easily work together in dialogue in order to produce a unique artwork for each audience. In the
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in that it constitutes a dialogue between the artwork and the participant; specifically, the participant has agency, or the ability, even in an unintentional manner, to act upon the artwork and is furthermore invited to do so within the context of the piece, i.e. the work affords the interaction.
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Interactive art is a genre of art in which the viewers participate in some way by providing an input in order to determine the outcome. Unlike traditional art forms, wherein the interaction of the spectator is merely a mental event, interactivity allows for various types of navigation, assembly,
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A hybrid emerging discipline drawing on the combined interests of specific artists and architects has been created in the last 10–15 years. Disciplinary boundaries have blurred, and significant number of architects and interactive designers have joined electronic artists in the creation of new,
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came up with the "Conversation theory". This theory emphasizes the dynamic exchange of information between participants in a system. As a two-way dialogue, this concept of a conversation between the user and the system has shaped artists' thinking about interactivity.
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There are many different forms of interactive art. Such forms range from interactive dance, music, and even drama. New technology, primarily computer systems and computer technology, have enabled a new class of interactive art. Examples of such interactive art are
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has written: "Ascott was among the first artists to launch an appeal for total spectator participation". Aside from the “political” view, it was also current wisdom that interaction and engagement had a positive part to play within the creative process.
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The observer as actor in Happenings and context-sensitive installations. A short history of re- and interactive art/Der Beobachter als Akteur in Happenings und umweltsensitiven Installationen. Eine kleine Geschichte der re- & interaktiven
175:, which may be interactive, but not responsive per se, tends to be a monologue – the artwork may change or evolve in the presence of the viewer, but the viewer may not be invited to engage in the reaction but merely enjoy it. 203:. Nevertheless, computers and real time computing made the task easier and opened the field of virtuality – the potential emergence of unexpected (although possibly pre-written) futures – to contemporary arts. 389:
has now been installed on and as part of building facades, in foyers, museums, and large scale public spaces, including airports, in a number of global cities. A number of leading museums, for example, the
361:(the Association of Computing Machinery's Special Interest Group in Graphics), ISEA (the International Symposium on Electronic Art), DEAF (the Dutch Electronic Arts Festival), Transmediale Germany, 163:
More often, we can consider that the work takes its visitor into account. In an increasing number of cases, an installation can be defined as a "responsive environment", especially those created by
410:(to cite the leading UK museums active in this field) were early adopters in the field of interactive technologies, investing in educational resources, and more latterly, in the creative use of 305:); and to the development of social contexts for interactive systems (such as utilitarian tools, formal experiments, games and entertainment, social critique, and political liberation). 99:
or can even participate in it. Some other interactive artworks are considered as immersive as the quality of interaction involve all the spectrum of surrounding stimuli.
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achieve this by letting the observer walk through, over or around them; others ask the artist or the spectators to become part of the artwork in some way.
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to respond to motion, heat, meteorological changes or other types of input their makers have programmed the works to respond to. Most examples of virtual
368: 928:(Editor and Korean translation: YI, Won-Kon), (Media & Art Series no. 6, Institute of Media Art, Yonsei University). Yonsei: Yonsei University Press 1067: 357:
is a major yearly competition and exhibition that gives awards to outstanding examples of (technology-driven) interactive art. Others include
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series (CIMs, from 2000): interactive installations using the mobile phone network and participation technologies taken from e-democracy.
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Rosen M., "Gordon Pask's Cybernetic System: Conversations After the End of the Mechanical Age" in Samuel Bianchini and Erik Verhagen,
1233:, Actualités du récit. Pratiques, théories, modèles”, Volume 34 numéro 2-3, 2006, sous la direction de René Audet et Nicolas Xanthos] 1226:, Actualités du récit. Pratiques, théories, modèles”, Volume 34 numéro 2-3, 2006, sous la direction de René Audet et Nicolas Xanthos] 151:
and/or contribution to an artwork, which goes far beyond purely psychological activity. Interactivity as a medium produces meaning.
214:. The artwork required the viewer to turn on the machine and stand at a distance of one meter in order to see an optical illusion. 534: 383:. It was the first doctoral and post doc research center to be established specifically for research in the interactive art field. 1068:
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
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are highly interactive as the work the spectators – Maurice Benayoun call them "visitors", Miroslaw Rogala calls them (v)users,
345:. Since there is a presumed participant or agent in interactivity, interactive art has a deep connection with performance art. 1476: 1217: 1180: 983: 738: 274:
custom-designed interfaces and evolutions in techniques for obtaining user input (such as dog vision, alternative sensors,
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environment; some works accept textual or visual input from outside; sometimes an audience can influence the course of a
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to experiment with live performances and interactions through the direct broadcast of video and audio. At this time,
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to it. This continues today and is only expanding due to increased communications through digital media.
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and galleries began increasingly incorporating the art form in their shows, some even dedicating entire
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that involves the spectator in a way that allows the art to achieve its purpose. Some interactive art
2022: 1975: 1554: 1523: 1492: 1328: 1313: 1308: 1244: 1230: 1116: 935:. (Japanese trans. E. Fujihara). A. Takada & Y. Yamashita eds. Tokyo: NTT Publishing Co., Ltd. 391: 20: 206:
Some of the earliest examples of interactive art were created as early as the 1920s. An example is
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There are number of globally significant festivals and exhibitions of interactive and media arts.
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Digital Transformations - Media Art as at the Interface between Art, Science, Economy and Society
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Though some of the earliest examples of interactive art have been dated back to the 1920s, most
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Digital Performance A History of New Media in Theater, Dance, Performance Art, and Installation
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Ernest Edmonds, Linda Candy, Mark Fell, Roger Knott, Sandra Pauletto, Alastair Weakley. 2003.
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http://www.ludicart.com/historique/Chambre%20%C3%A0%20Musique%20CCL/Chambre_a_Musique_CCL.html
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This article is about display or performance art. For interactive musical performance, see
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Dinkla, Söke, "Pioniere Interaktiver Kunst von 1970 bis heute". Hatje Cantz Verlag, 1997.
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Popper, Frank (2007). From Technological to Virtual Art. Cambridge, MA: MIT Press. p. 77.
8: 942:, in Internet Art. Ricardo Barreto e Paula Perissinotto (orgs.). SĂŁo Paulo, IMESP, 2002. 501: 380: 297:, led lighting etc.); modes for human-human and human-machine communication (through the 123:
through internet social sub-culture, as well as through large scale urban installations.
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Intl. Conf. On Communication of Art, Science and Technology, Fraunhofer IMK 2001, 401.
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creative process. An early example is found in the early 1960s "change-paintings" of
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Muller, L, Edmonds, E, Connel, M: "Living laboratories for interactive art",
662: 584: 493: 1212:, Un livre interactif avec QR codes et anaglyphes, 2016, Éditions Ludicart, 826: 641:"The intangible material of interactive art: agency, behavior and emergence" 1855: 1772: 1762: 1757: 1742: 1669: 1614: 1604: 1589: 1461: 1428: 1368: 1137: 1133: 900: 825:, "De l'interaction à la démocratie. Vers un art génératif post-digital" / 559: 291: 223: 139: 108: 91:
are highly interactive. Sometimes, visitors are able to navigate through a
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Telematic Embrace: visionary theories of art, technology and consciousness
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Practicable : from participation to interaction in contemporary art
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programming language for interactive computer music and multimedia works
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Proceedings of the Fifth Biennial Symposium for Arts and Technology
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Proceedings of the Fifth Biennial Symposium for Arts and Technology
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Prácticas artísticas e Internet en la época de las redes sociales
964:, V&A Contemporary, 2006. London:Victoria and Albert Museum. 554: 461: 455: 449: 444: 313: 187:, the first piece of interactive art should be the work done by 1919: 1914: 1887: 1737: 1691: 1406: 933:
Art & Telematics: toward the Construction of New Aesthetics
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tool similar to Processing, used for many interactive projects
1949: 1732: 1711: 1696: 283: 266:, Augmented Reality Multiplayer Game, Art Installation using 231: 749:
Edmonds, E, Muller, L, Connel, M: "On creative engagement",
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In the 1970s, artists began to use new technology such as
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Dannenberg, R, Bates, J: "A model for interactive art",
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http://dreher.netzliteratur.net/4_Medienkunst_Text.html
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Interactive Contemporary Art: Participation in Practice
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Fleischmann, Monika; Strauss, Wolfgang (eds.) (2001).
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Responsive Environments: architecture, art and design
1123:(World of Art series). London: Thames & Hudson. 1050:
Developing Interactive Art Using Visual Programming
1030:Fleischmann, Monika and Reinhard, Ulrike (eds.). 674: 672: 2004: 1062:Ernest Edmonds, Greg Turner, Linda Candy. 2004. 918:, ed.) Berkeley: University of California Press. 833:, Edition L'Harmattan. Paris, 2011, pp. 229-239. 831:Ethique, esthĂ©tique, communication technologique 183:According to the new media artist and theorist 1193:Interactividad electrĂłnica e interacciĂłn social 1156:Information Arts: Intersections of Art, Science 431:electronics prototyping platform composed of a 669: 1252: 877:. Boston: MIT Press. pp. 2, 3, 4, 5, 6. 638: 71:Works of this kind of art frequently feature 703: 701: 699: 464:– programming language for interactive media 938:Barreto, Ricardo and Perissinotto, Paula 49:, Jean-Robert Sedano and Solveig de Ory in 1259: 1245: 1231:PrĂ©sences rĂ©elles dans les mondes virtuels 992:. London: AD/John Wiley & Sons, 2005. 978:. London: AD/John Wiley & Sons, 2007. 363:Electronic Language International Festival 158:Interactive art can be distinguished from 1266: 976:4dsocial: Interactive Design Environments 792:, page 23. Thames & Hudson Inc, 2003. 766:, page 18. Thames & Hudson Inc, 2003. 724:, page 11. Thames & Hudson Inc, 2003. 696: 682:, page 67. Thames & Hudson Inc, 2003. 652: 1144:, MIT Press 2003, pp. 472,572-581, 535:Coachella Valley Music and Arts Festival 470:– used for many interactive art projects 312: 257: 130: 41: 29: 16:Creative works that involve viewer input 1104:Virtual Art, from Illusion to Immersion 138:(1998) interactive floor projection by 126: 2005: 1630: 1025:Thomas Dreher: History of Computer Art 34:The Tunnel under the Atlantic (1995), 1930:Software related to augmented reality 1477:Simultaneous localization and mapping 1240: 1064:Approaches to interactive art systems 872: 23:. For interactive digital music, see 1224:Real Presences Within Virtual Worlds 1106:, MIT Press 2004, pp. 237–240, 634: 632: 348: 1529:Omnidirectional (360-degree) camera 1079:»CAST01//Living in Mixed Realities« 13: 1503:Image-based modeling and rendering 894: 639:Soler-Adillon, Joan (2015-12-21). 437:integrated development environment 14: 2069: 990:4dspace: Interactive Architecture 907:, New York University Press, 1975 629: 468:Processing (programming language) 365:Brazil, and AV Festival England. 322:Collective Intelligence Machines 866: 853: 836: 816: 795: 782: 769: 756: 743: 727: 714: 685: 617: 1: 1945:Vuforia Augmented Reality SDK 1070:, June 15–18, 2004, Singapore 441:single-board micro controller 262:10.000 Moving Cities (2018), 144:NTT InterCommunication Center 1981:List of PlayStation VR games 1374:Virtual reality applications 905:Art—Action and Participation 779:, MIT Press, 2016, pp.25-38. 400:Victoria & Albert Museum 377:University of Wales, Newport 191:during his art contest with 7: 844:A model for interactive art 580:List of interactive artists 512: 498:visual programming language 379:, and later in 2003 as the 303:telecommunications networks 103:environments like works by 10: 2074: 1339:Projection augmented model 940:“the_culture_of_immanence” 842:Dannenberg, R, Bates, J: " 565:Internet of Musical Things 178: 18: 1976:List of Oculus Rift games 1958: 1880: 1873: 1848: 1725: 1623: 1572: 1555:Omnidirectional treadmill 1542: 1524:Free viewpoint television 1511: 1493:Asynchronous reprojection 1485: 1454: 1399: 1392: 1329:On-set virtual production 1314:Computer-mediated reality 1309:Cinematic virtual reality 1301: 1275: 1175:. London: Phaidon, 2009. 21:Call and response (music) 1971:List of Meta Quest games 1379:Virtual reality sickness 1210:L'art interactif en jeu 1173:Art and Electronic Media 611: 418: 387:Interactive architecture 343:interactive storytelling 335:interactive architecture 308: 1446:Virtual retinal display 1434:Virtual reality headset 1966:List of HTC Vive games 1359:Six degrees of freedom 957:, (I.B. Tauris, 2014). 540:Computer-generated art 325: 270: 147: 54: 39: 1815:The Sword of Damocles 1717:Windows Mixed Reality 1354:Simulation hypothesis 1199:), AKAL, Madrid, 2012 873:Dixon, Steve (2007). 316: 261: 134: 45: 33: 1935:Virtual reality game 1580:Cyberith Virtualizer 1412:Head-mounted display 751:Visual Communication 692:"Boundary Functions" 654:10.7238/a.v0i16.2744 433:programming language 355:Prix Ars Electronica 127:Interactivity in art 381:Planetary Collegium 212:Rotary Glass Plates 1675:Microsoft HoloLens 1498:Foveated rendering 1229:Morignat ValĂ©rie, 1222:Morignat ValĂ©rie, 1206:Jean-Robert SĂ©dano 823:Maurizio Bolognini 623:Chambre Ă  Musique: 545:Contextual Theatre 326: 318:Maurizio Bolognini 271: 148: 136:Boundary Functions 55: 40: 2000: 1999: 1996: 1995: 1869: 1868: 1643:Golden-i headsets 1568: 1567: 1560:Wearable computer 1364:Spatial computing 1280:Augmented reality 1218:978-2-9555803-0-1 1189:Juan MartĂ­n Prada 1181:978-0-7148-4782-5 1169:Edward A. Shanken 1158:, and Technology 988:Bullivant, Lucy, 984:978-0-470-31911-6 974:Bullivant, Lucy, 960:Bullivant, Lucy, 931:Ascott, R. 1998. 916:Edward A. Shanken 739:978-0-262-16230-2 575:Life Cube Project 570:Kinetic sculpture 349:Events and places 47:Music Room (1983) 2065: 2023:Contemporary art 1903:virtual graffiti 1878: 1877: 1748:Google Cardboard 1638:Apple Vision Pro 1628: 1627: 1595:PlayStation Move 1519:360-degree video 1397: 1396: 1334:Persistent world 1268:Extended reality 1261: 1254: 1247: 1238: 1237: 1204: 1195:, (Chapter 7 of 1187: 1036:netzspannung.org 1012:Dreher, Thomas, 953:Brown, Kathryn, 910:Ascott, R.2003. 889: 888: 870: 864: 857: 851: 840: 834: 820: 814: 813: 811: 810: 799: 793: 786: 780: 773: 767: 760: 754: 747: 741: 731: 725: 718: 712: 705: 694: 689: 683: 676: 667: 666: 656: 636: 627: 621: 392:National Gallery 339:interactive film 331:installation art 280:video projection 185:Maurice Benayoun 105:Maurice Benayoun 36:Maurice Benayoun 2073: 2072: 2068: 2067: 2066: 2064: 2063: 2062: 2013:Interactive art 2003: 2002: 2001: 1992: 1954: 1910:Meta Horizon OS 1898:Interactive art 1865: 1844: 1830:Virtual fixture 1800:Samsung Gear VR 1753:Google Daydream 1721: 1702:PlayStation VR2 1619: 1564: 1538: 1507: 1481: 1467:Finger tracking 1450: 1424:Head-up display 1388: 1297: 1286:Virtual reality 1271: 1265: 1202: 1185: 1154:Wilson, Steve, 1117:Christiane Paul 926:Technoetic Arts 897: 895:Further reading 892: 885: 871: 867: 858: 854: 841: 837: 821: 817: 808: 806: 801: 800: 796: 787: 783: 774: 770: 761: 757: 748: 744: 732: 728: 719: 715: 706: 697: 690: 686: 677: 670: 637: 630: 622: 618: 614: 609: 590:Performance art 515: 496:– a node based 421: 375:in 1994 at the 351: 311: 210:’s piece named 181: 171:. 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208:Marcel Duchamp 180: 177: 173:Generative Art 160:generative art 128: 125: 89:electronic art 79:and sometimes 25:Adaptive music 15: 9: 6: 4: 3: 2: 2070: 2059: 2058:Mixed reality 2056: 2054: 2051: 2049: 2046: 2044: 2043:New media art 2041: 2039: 2036: 2034: 2031: 2029: 2026: 2024: 2021: 2019: 2016: 2014: 2011: 2010: 2008: 1987: 1984: 1983: 1982: 1979: 1977: 1974: 1972: 1969: 1967: 1964: 1963: 1961: 1957: 1951: 1948: 1946: 1943: 1941: 1938: 1936: 1933: 1931: 1928: 1926: 1923: 1921: 1918: 1916: 1913: 1911: 1908: 1904: 1901: 1900: 1899: 1896: 1894: 1891: 1889: 1886: 1885: 1883: 1879: 1876: 1872: 1862: 1859: 1857: 1854: 1853: 1851: 1847: 1841: 1838: 1836: 1833: 1831: 1828: 1826: 1823: 1821: 1820:VFX1 Headgear 1818: 1816: 1813: 1811: 1808: 1806: 1803: 1801: 1798: 1796: 1793: 1789: 1786: 1784: 1781: 1780: 1779: 1776: 1774: 1771: 1769: 1766: 1764: 1761: 1759: 1756: 1754: 1751: 1749: 1746: 1744: 1741: 1739: 1736: 1734: 1731: 1730: 1728: 1724: 1718: 1715: 1713: 1710: 1708: 1705: 1703: 1700: 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1262: 1257: 1255: 1250: 1248: 1243: 1242: 1239: 1232: 1228: 1225: 1221: 1219: 1215: 1211: 1207: 1201: 1198: 1194: 1190: 1184: 1182: 1178: 1174: 1170: 1167: 1165: 1164:0-262-23209-X 1161: 1157: 1153: 1151: 1150:0-262-69286-4 1147: 1143: 1142:Future Cinema 1139: 1135: 1132: 1130: 1129:0-500-20367-9 1126: 1122: 1118: 1115: 1113: 1112:0-262-57223-0 1109: 1105: 1102: 1099: 1096: 1092: 1088: 1084: 1080: 1076: 1072: 1069: 1065: 1061: 1059: 1058:0-8058-4931-9 1055: 1051: 1047: 1045: 1044:3-934013-38-4 1041: 1037: 1033: 1029: 1026: 1023: 1020: 1016: 1011: 1009: 1008:9783893229239 1005: 1001: 999: 998:0-470-09092-8 995: 991: 987: 985: 981: 977: 973: 971: 970:1-85177-481-5 967: 963: 959: 956: 952: 949: 948:85-7060-038-0 945: 941: 937: 934: 930: 927: 923: 920: 917: 913: 909: 906: 902: 899: 898: 886: 884:9780262042352 880: 876: 869: 862: 856: 849: 845: 839: 832: 828: 824: 819: 804: 798: 791: 785: 778: 772: 765: 759: 752: 746: 740: 736: 730: 723: 717: 710: 704: 702: 700: 693: 688: 681: 675: 673: 664: 660: 655: 650: 646: 642: 635: 633: 626: 620: 616: 606: 603: 601: 598: 596: 593: 591: 588: 586: 585:New media art 583: 581: 578: 576: 573: 571: 568: 566: 563: 561: 558: 556: 553: 551: 548: 546: 543: 541: 538: 536: 533: 531: 528: 526: 523: 521: 518: 517: 507: 503: 499: 495: 494:TouchDesigner 492: 489: 485: 482: 479: 475: 472: 469: 466: 463: 460: 457: 454: 451: 448: 446: 442: 439:(IDE), and a 438: 434: 430: 426: 423: 422: 416: 413: 409: 405: 401: 397: 393: 388: 384: 382: 378: 374: 370: 366: 364: 360: 356: 346: 344: 340: 336: 332: 323: 319: 315: 306: 304: 300: 296: 293: 289: 285: 281: 277: 269: 265: 260: 256: 254: 250: 244: 241: 237: 233: 228: 225: 222:, about whom 221: 215: 213: 209: 204: 202: 198: 195:described by 194: 190: 186: 176: 174: 170: 166: 161: 156: 152: 145: 141: 137: 133: 124: 121: 116: 114: 110: 106: 102: 98: 94: 90: 86: 82: 78: 74: 69: 67: 66:installations 63: 60:is a form of 59: 52: 48: 44: 37: 32: 26: 22: 2033:Computer art 1897: 1856:Project Iris 1773:Oculus Quest 1763:Liquid Image 1758:Google Glass 1670:Meta Quest 3 1658:Meta Quest 2 1615:Wizdish ROVR 1605:Virtuix Omni 1590:Oculus Touch 1462:Eye tracking 1429:Smartglasses 1393:Technologies 1369:Telepresence 1209: 1196: 1192: 1186:(in Spanish) 1172: 1155: 1141: 1138:Jeffrey Shaw 1134:Peter Weibel 1120: 1103: 1063: 1049: 1017:, in German 1013: 989: 975: 961: 954: 932: 925: 911: 904: 901:Frank Popper 874: 868: 860: 855: 847: 838: 830: 818: 807:. Retrieved 797: 789: 784: 776: 771: 763: 758: 750: 745: 729: 721: 716: 708: 687: 679: 644: 619: 560:Internet art 504:interactive 427:– the first 385: 367: 352: 327: 321: 272: 247:late 1990s, 245: 229: 224:Frank Popper 216: 211: 205: 182: 157: 153: 149: 140:Scott Snibbe 135: 117: 109:Jeffrey Shaw 85:Internet art 70: 57: 56: 46: 2038:Digital art 1825:Virtual Boy 1778:Oculus Rift 1712:Vuzix Blade 1707:Valve Index 1610:Wired glove 1600:Razer Hydra 1585:Leap Motion 1573:Peripherals 1550:Haptic suit 1512:Photography 1203:(in French) 1121:Digital Art 1101:Oliver Grau 1097:(Internet). 1075:Proceedings 790:Digital Art 764:Digital Art 722:Digital Art 680:Digital Art 600:Robotic art 530:Burning Man 488:open source 478:open source 429:open-source 412:MP3 players 292:mechatronic 268:smartphones 253:exhibitions 240:Gordon Pask 201:sensemaking 120:digital art 113:Char Davies 97:performance 51:Montpellier 2007:Categories 1849:Unreleased 1835:Virtuality 1810:SixthSense 1653:Magic Leap 1349:Room-scale 1034:online at 922:Roy Ascott 863:, 51(78):1 850:, 51(78):2 809:2018-12-26 805:. Marc Lee 753:, 5(307):3 506:multimedia 373:Roy Ascott 301:and other 236:satellites 220:Roy Ascott 189:Parrhasius 165:architects 77:interfaces 2048:New media 1893:ARToolKit 1805:Sensorama 1768:Oculus Go 1344:Real life 1324:Metaverse 1319:Immersion 1095:1618-1387 1089:(Print), 1087:1618-1379 788:Paul, C: 762:Paul, C: 720:Paul, C: 678:Paul, C: 663:1695-5951 502:real time 484:Pure Data 295:actuators 169:designers 93:hypertext 73:computers 2018:The arts 1940:visionOS 1874:Software 1743:EyePhone 1648:HTC Vive 1486:Software 1302:Concepts 1119:(2003). 1038:, 2004, 924:. 2002. 711:, 2(4):3 709:CoDesign 645:Artnodes 525:Artmedia 520:Art game 513:See also 359:SIGGRAPH 299:Internet 264:Marc Lee 146:in Tokyo 1881:General 1861:Sega VR 1631:Current 1624:Devices 1417:optical 1400:Display 555:Fax art 508:content 462:Max/MSP 456:I-CubeX 450:Arduino 445:Arduino 288:robotic 249:museums 179:History 142:at the 81:sensors 1920:OpenXR 1915:OpenVR 1888:ARCore 1788:Rift S 1738:castAR 1726:Former 1692:PICO 4 1407:EyeTap 1216:  1179:  1162:  1148:  1127:  1110:  1093:  1085:  1056:  1042:  1006:  996:  982:  968:  946:  881:  737:  661:  647:(16). 425:Wiring 408:London 402:, and 341:, and 284:lasers 193:Zeuxis 53:France 1959:Games 1950:WebXR 1733:AntVR 1697:Pimax 1543:Other 1015:Kunst 829:, in 612:Notes 435:, an 419:Tools 369:CAiiA 309:Forms 232:video 197:Pliny 1840:VR-1 1687:OSVR 1439:list 1294:(MR) 1288:(VR) 1282:(AR) 1270:(XR) 1214:ISBN 1177:ISBN 1160:ISBN 1146:ISBN 1136:and 1125:ISBN 1108:ISBN 1091:ISSN 1083:ISSN 1054:ISBN 1040:ISBN 1004:ISBN 994:ISBN 980:ISBN 966:ISBN 944:ISBN 879:ISBN 735:ISBN 659:ISSN 500:for 396:Tate 290:and 234:and 167:and 107:and 87:and 1986:VR2 1783:CV1 1663:Pro 1077:of 914:. ( 846:", 649:doi 406:in 62:art 2009:: 1208:, 1191:, 1171:, 1140:, 1066:, 903:, 698:^ 671:^ 657:. 643:. 631:^ 486:– 476:– 398:, 394:, 337:, 333:, 320:, 286:, 282:, 75:, 1680:2 1260:e 1253:t 1246:v 1021:] 950:. 887:. 812:. 665:. 651:: 27:.

Index

Call and response (music)
Adaptive music

Maurice Benayoun

Montpellier
art
installations
computers
interfaces
sensors
Internet art
electronic art
hypertext
performance
Virtual reality
Maurice Benayoun
Jeffrey Shaw
Char Davies
digital art
Boundary Functions at the Tokyo Intercommunications Center, 1999.
Scott Snibbe
NTT InterCommunication Center
generative art
architects
designers
Generative Art
Maurice Benayoun
Parrhasius
Zeuxis

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